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Riot’s Preseason Q&A on the forums has now concluded. Follow the links below for all the responses from the balance team:

 

 

Preseason QA

Meddler Final PortraitWe’re about wrapping up now, we’ll have a finalized rundown later this week, but thanks for participating! We’ll probably close up comments by end of tonight.

Preseason Q&A

Welcome to the preseason Q&A, where myself and the design team will be fielding major questions you might have about the current preseason. Before we get to that, I wanted to write up some early first impressions we’ve had so far. There are certainly some outliers we want to address before we can get a deeper understanding, but initial thoughts might quell some concerns. A few weeks from now we’ll have a more high-level overview.

In the meantime…


Preseason so far

It’ll take a while for things to shake down, but I’ll dig into some first thoughts. If, after reading this, there’s anything not mentioned you’d like to get our thoughts on, we’ll be answering questions between 1pm-3pm (with some less regular posting throughout the rest of the day too (where time permits) between other work).


General Game Elements

  • Masteries

Overall, we’re pretty happy with how the new masteries are going, with some exceptions. The first of those is that there are some that are definitely too strong. The most notable of those is Warlord’s Bloodlust, and we’ll be hotfixing that today to work on champions only, rather than against all targets. Might also need to make some changes so that this mastery’s just not just dramatically more effective on Trynd/Yasuo than other champs (or make changes to Trynd/Yasuo if needs be). Other likely outliers are Deathfire Touch (probably too strong on DoT champs, potentially too weak on others) and some of the Resolve tree on health stacking tanks.

On the other hand there are also some champions that aren’t sufficiently well served by the current masteries. Starting soon (potentially patch 5.24) we’ll start adding a few extra masteries in to flesh out the trees a bit more, probably beginning with the Tier 1 Cunning masteries, since that juncture currently doesn’t feel like it offers many champs a good choice.

  • Minion Blocking

We made some under the hood changes to make minion blocking more predictable and less random in 5.22, but it looks like we also made minions feel too large. We’ll be looking to adjust this to make it feel “right” again, starting with some tuning to how minion blocking’s calculated in 5.23.

  • The Jungle

We’re seeing certain champions struggle more than they should at present. We’ve got some buffs to Hunter’s Talisman and Refillable Potion coming as a result to help out some early clears. We’re also seeing some magic damage dealing junglers in particular have issues, so are lowering Magic Resistance on some monsters to help them specifically. If you’re currently struggling in the jungle, you may want to try Krugs (or Gromp) > double buffs, as that seems to be a fairly stable approach.

As far as Rift Herald goes, we’re seeing it do some cool stuff so far and it seems to be generating the sort of teamwork and reward for controlling the top part of the river we’d hoped. That said, the Herald is looking like it’s a bit too punishing, so we’re reducing its damage output somewhat while trying to keep it tanky. Hopefully this reduces the need to recall after taking it for many champions.

  • Turrets

We’re currently seeing turrets die too easily. Some of that’s assumedly due to the reduction in effective health tower health in 5.22, some of it’s also going to be due to a bug that’s removing their intended growth in Armor/MR over time. We’ll be fixing that bug in 5.23, and increasing outer tower health a bit, then looking at whether towers are still falling too fast or not.


Champions:

  • Marksmen

Graves is significantly too strong, Kog’maw definitely too weak. We’ll be nerfing and buffing those two respectively in today’s hotfix, with Graves losing some burst and early harass power from Q (damage and mana cost nerfs) and a bit of base MS. Kog by contrast’s getting a little bit of early AD and a better base attack speed. In both cases we suspect we’ll need to make further adjustments as well. We’d rather chip at some of the problem quickly and then reassess than try and do everything at once without sufficient observation time.

Current thinking is that a few other marksmen probably also need adjustments, though just in the form of regular balance changes rather than a hotfix. For 5.23 we’re looking at cutting a bit of power from Lucian and MF, both of whom seem too dominant, and we’ll be fixing a couple of small bugs on Ashe’s Q that should help her out a bit. We’re also looking at Quinn to try and shift some of her power from raw damage back into utility, though aren’t sure yet whether we’ll have changes we’re happy with for 5.23 or not.

  • Assassins

Physical damage assassins seem to be in a rough spot after the removal of Brutalizer and changes to Last Whisper. In the short term, we’re looking to give some of them a bit of love through buffs to their kits (Kha’zix/Zed), longer term we’ll also want to find some other solutions as well (potentially assassin focused items, or item changes).

  • Other Champion Changes

It’s not preseason specific, but we’ve also got some significant follow up work on Mordekaiser coming soon. Statikk should be covering that in a separate thread in the Dev Corner within the next couple of days, with some context on what we felt worked and what didn’t from the Morde rework in 5.16, plus thoughts on what our next steps are and why when it comes to addressing issues Morde has.

The next patch will also include a general sizing pass on a large number of champions, with model sizes of around 40 champions changes by between -10% and +10%. The goal there’s to align champion size better with each champion’s role (tanks should look bigger and tougher, squishies like ADCs smaller and more…squishy) while at the same time removing some visual discrepancies (Lucian’s not intended be 7 foot plus tall for example).


Other Stuff

  • Items

Statikk Shiv’s looking too generically strong. We’ll be hitting its damage as a result, while increasing its damage against minions to try and focus it more as a waveclear item.

Rageblade is just all-around way too strong. As a first step we’ll be increasing its cost a few hundred gold, but I imagine we’ll need to look at further power cuts at some point as well.

  • Clean Up, Bug Fixes

We’ve got a number of start of game things to sync up (bunch of stuff that needs to be shifted forwards up to 15s to match the earlier game start, like Bard Chime spawns, Skarner Crystals, Smite charges etc), plus a number of bug fixes to things that changed in 5.22.

  • Game Duration

Game duration, and snowballiness, has been one of the things we’ve spent the most time looking at and talking about since the preseason launch. So far it’s looking like the average game is a couple of minutes faster. There are some changes coming in 5.23 that will likely impact that, in particular a change to Homeguard that gives a modified version to every player after 20 minutes, somewhat tougher turrets (see above), and changes to minion strength that cause them to push more if their team is winning (giving winning teams opportunities to siege/losing teams opportunities to farm and catch up).

In terms of direction, two of the big things we’re looking at are the concerns that games are ending too often before late game and that a single mistake mid game may be deciding things too much, too often. We’re also looking at whether games are too stompy in general. Some increase in stompiness is expected for the first patch of the preseason, as people experiment with new things, that’s something that should fall off fairly quickly though. If not, we’ll need to make some follow up changes.

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Have surrenders become more common this Preseason

Meddler Final PortraitYes, we’ve seen a noticeable increase in surrendering around the 20 minute mark post 5.22. That’s pretty standard after a major patch like this, given some champions tend to be out of line and people are experimenting with new stuff, so games can feel decided pretty early on. It’s something we’d expect to drop off noticeably over the next couple of patches though as we address major issues and people figure out what works and what doesn’t post changes. If that doesn’t happen we’ll need to dig into what else is going on.

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What other Champion groups are on your radar

Meddler Final PortraitWe’ve just started talking about which class (or sub class) to look at next. We’re currently trending towards immobile mages. Given the need for preseason followup though it’ll also be a little while before the team’s ready to start heavy work on whichever class we go with.

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Would you say Preseason buffed Armor stackers like Taric too much Taric Banner Single

Meddler Final PortraitYeah, we’re also seeing Malphite and Rammus, other champions who are rewarded for stacking armor, do well right now given the number of AD damage dealers being played. I don’t think we’ll make any changes to those champs individually until we’ve got the bigger picture balanced, it seems reasonable to believe that they’re just reflecting a temporary meta state rather than themselves generally overpowered.

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Which Riot employees are responsible for the Preseason patch

Asyrite Final PortraitThere were 4 teams responsible for the in game changes:
Game Systems – things like Masteries, Items, minions etc
Live Gameplay – Rift Herald, ongoing balance tuning
Champion Update – Marksman
Playtest – Sanity checks on content before it goes Live

It’s really a bigger team effort though, and the collaboration between teams is pretty huge.

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Follow Up Banner

Meddler Final PortraitAlso worth calling out that we had help from individuals on various other teams as well. Some of the champion team helped out with masteries, couple of folks from the team that worked on the Bilgewater event helped with Rift Herald’s model etc.

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What is the average game length that Riot aims for

Meddler Final PortraitOur goal with preseason was to keep games around the same average length as they currently were (around 33 minutes on average). Games in 5.22 look like they’re a couple of minutes shorter so far, at around 31 minutes, that’s likely to change though in 5.23 as we get in changes that either missed the cutoff for 5.22 or were bugged (minion changes, tower scaling defense respectively).

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How do you intend to fix the Champion kits and builds that Preseason broke

Asyrite Final PortraitHey man! We’re going to be watching, reading, listening, and playing a lot over the next few weeks to get a feel for where the new lay of the land is. Right now win rates are still being highly impacted by people learning new optimized item builds, masteries, abilities etc. Vayne as an example has an~8% delta in win rate between her most frequent build and her highest common win rate build (referencing champion.gg in this case since that’s available to everyone). If you look at the why, it’s because a subset players are still rushing BORK, which looks like it’s proving to no longer be the optimal build path. Just pulling that as one example. Over the next few weeks, as players discover those optimal builds, I’m expecting we’ll see the standard deviation for individual champ win rates get smaller, time will definitely tell though!

I know you referenced Kha’zix in particular, and he’s definitely taken a hit this preseason (to me it feels like it’s actually more about the removal of Trailblazer as opposed to Tiamat passive, but that’s just my $0.02). We’re investigating how we can give him a bit of love, but want to wait for things to settle before getting more aggressive with changes. Also note I used to play Kha’zix a fair bit so I feel your pain :).

Hope this at least touches on some of your concerns

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How about putting a short CD on Quinns ult and removing the cast time Quinn Banner

Repertoir New PortraitYes! I’ve given quite a bit of thought to this actually. One of the things that I think is important to get right here is how to balance what feels good for Quinn versus what feels fair for the opponent. Though I don’t have specific changes for 5.23 to make on this front, I’m keeping an eye on Quinn (her ult especially) to see what kind of adjustments need to be made over the course of the next few patches.

What I’m currently feeling is that it’s too easy/annoying to get knocked out of R or the channel (I think minions cancelling the channel, for example, may be out of hand), and that a cooldown or different restriction on the R may be appropriate in the long term in mitigating some of those more earflicky interactions associated with her R at the moment.

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Why was Quinn heavily reworked in the first place

Repertoir New PortraitI think on the Quinn update generally, we actually didn’t see her as “heavily reworked.” What we intended for her was primarily the changes to her ultimate, and then supporting changes to make that work well. Admittedly, we missed the mark on the proper supporting changes, hence our reaction to re-institute a utility-focused Q in 5.23, but we do think that the changes to her ultimate open up a lot of doors for her both strategically and tactically. That said, I know there are old Quinn mains that won’t agree with that.

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Do you think Quinns current ult may make her a problem in pro play

Repertoir New PortraitIt’s certainly a possibility that we’ll be looking out for. If she ever becomes popular, players will be quick to pick it up and let us know.

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Quinns current Vault E makes it impossible to proc W and chase targets

Repertoir New PortraitFollowing that conversation, I made some adjustments to where E places you when you cast from max range in hopes to address this issue a bit. I don’t currently think her chase is too bad at the moment, but that isn’t to say I couldn’t be convinced otherwise.

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Why is Caitlyn allowed to stack her passive on towers again

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CertainlyT New PortraitThis was done on purpose. Caitlyn is a (perhaps the) premiere siege marksman. She should feel good about attacking towers. We added this mechanic back in on Caitlyn because it made sense that she wouldn’t feel a tension between shooting towers and minions.

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Do you plan on buffing weaker ADCs to the level of the stronger ones

CertainlyT New PortraitI’ll go into some elements of our approach. As an individual contributor to the marksmen updates, it will only reflect my perspective, but hopefully it will be helpful:

1) Winrate data is heavily skewed at the moment due to three factors.
First, a couple of champions are way too strong (e.g., Graves). They will naturally lower the win rate of all other marksmen.
Second, champions with new mechanics ought to go down in win rate as people learn to use them. This includes itemization changes (e.g., we are confused as to why players aren’t trying Essence Reaver on Sivir).
Third, not every champion will have a 50% win rate at balance. For example, as we differentiate marksmen, you’ll have to pick them in the right circumstances – If you pick Vayne on a team that desperately needs wave clear, you’ll probably be worse off than if you’d picked Sivir. Champs that have well defined niches will tend to be more powerful than their win rate suggests.

2) We aren’t sure where every champion sits. Obviously we have our own internal assessments of champion power, but they actually differ markedly from a lot of players’ perspectives. Unless we take the time to carefully watch and play the champions on Live for a while, we risk just playing musical chairs, shifting a new set of marksmen from apparently weak to actually overpowered. Further, we can’t just balance champs. We need to listen to you, the player base, about how you want to use champs in order to get the _right _changes in place. Technically, we could just balance any champ just through changing their base HP and HP per level, but it wouldn’t lead to a satisfying experience.

3) That is all very nebulous. So here are some specific answers.
We’re hotfixing Graves and Kog’Maw today (nerf and buff respectively). I’d look some obvious changes in 5.23 and a substantial amount of fine tuning in 5.24.
Caitlyn’s Q is indeed too weak. Even if we had to nerf other elements of her, it would be worth buffing the ability to let her actually reach towers and make skillfully avoiding it matter when playing against. I believe duo bot Twitch is very powerful and that players who are routinely failing with him are probably not good at the champion or are fixated on a strategy that is now less effective (teamfight AoE) as opposed to opportunistic assassination. Even the data supports this. His win rate is almost 50% when played in his best role. He’s not doing well in the jungle, and we’ll have to assess how much we can support him there.
* I don’t have a good sense for Sivir and Ashe’s balance right now, so perhaps someone else can reply to that. Anecdotally, they feel effective given their utility.

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Do you ve plans for Kha Zix Khazix Single Banner

Asyrite Final PortraitHaving played a decent bit of Kha’zix both in normals and ranked over the years, he’s definitely someone that was hurt more than we’d like due to the preseason changes (looking at you Trailblazer). While we want to avoid any heavy handedness right now due to the number of things that have changed, there’s definitely room to give him a bit of love, especially in regards to his early game.

I played him last night in order to get a better feel on Live, and after Twitch accidentally took my large Krug early which kinda boned me (hit lvl 2 at 3:55), I still managed to do alright. Like I said though, definitely want to show him some love in the near future, as well as potentially look at something more long term.

Hope that helps!

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Whats the balance teams stance on the Grievous Wounds debuff

Meddler Final PortraitWe see GW as a useful safety valve on healing/high sustain champions, and one that’s probably best accessed in game in response to an enemy getting out of control (e.g. a really fed Swain), rather than accessed via champ select before you know how needed it’ll be. GW on individual kits has the potential to lead to hard counter situations, and while we do want to reward good choices in champ select we’d like to avoid games that feel predecided before the loading screen.

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Only Teemo has Blind now do you think Blind is a good mechanic

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Meddler Final PortraitWe don’t have any plans to remove blind from Teemo and I’d imagine will at some point look to use it on at least one other champion. Would want to improve the visual/audio feedback for the blinded player to help them play around the effect before doing so though. The important thing would be putting it on a champion where it doesn’t leave the enemy without sufficient means to respond. Teemo’s really range limited, doesn’t burst people down generally and lacks other survivability tools when in the thick of the fight. Quinn by contrast had much longer range on her blind, has a powerful mid fight reposition and is adept at forcing fights with targets of her choice.

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Thoughts on Twitch

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Repertoir New Portrait I’m excited that the changes for 5.22 did not seem to make him too powerful, and given that, I’d like to keep pushing that direction in an upcoming patch if there’s an opportunity. An example of something we tested internally but didn’t end up shipping (for power concerns) was that the reset on Ambush had more Movement Speed and dropped into stealth instantly instead of with the 1.5 second fade time. This isn’t necessarily exactly what we’d do with him moving forward, but making that added mechanic feel right is probably the basic idea.

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AP CARRY BALANCE Balance Banner


Why do mages have such a hard time efficiently hitting 40

Pwyff Final PortraitI know Jag had a very specific reason as to why he kept Herald a one-person buff, so I’ll poke him to answer here.

For the CDR topic, I wonder if the ideal state of Mages is that they are guaranteed to hit CDR cap without much tradeoff or if they can be balanced in a way that investing into CDR is a meaningful decision (ie: giving up MR and maybe even Sorc Boots to double down on cooldowns for the additional utility). A world where a mage decides between high-damage, higher-cooldown abilities vs. lower-damage, utility-focused, lower-cooldown abilities seems like an interesting decision if done well.

In other words, right now there’s a large mentality shift of “I will always hit the CDR cap” to “I need to think try very hard to hit the CDR cap.” Additionally, since outside of the keystone masteries there hasn’t been anything more powerful injected into Mages, it might feel like a power decrease but we have a lot of noise and data we’ll need to parse through to see if this is actually true. Are mages weak? Are mages properly calibrated against their core stats (CDR, AP, mana regen)? Honestly speaking I want to see more before just saying “if you raise gold costs on AP and make it more difficult to hit the CDR cap, of course mages are going to be weak,” – it’s hard to assess that without seeing how the ecosystem of the game actually plays out, not to mention the strength of Deathfire Touch.

[edit]

Additional note on other champions getting more ‘free’ access to CDR than mages. These kind of comparisons are really weird to me, because CDR is one of those stats that’s very closely tied to the balance of the kit using it. CDR on marksmen tends to be very singular in purpose – damage – and often dependent on proper positioning to use well. Most Mage abilities tend to be fight-starters or fight-stoppers, meaning they have the ability to dramatically change the landscape or flow of a fight on a single ability cast. CDR to them is far more valuable and, in their natural item builds, needs to be ‘priced’ accordingly.

If stats were just generically priced without accounting for the stat affinities of the classes purchasing them, I think we’d get some really, really weird scenarios.

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ADCs can deal AA damage yet they reach the CDR cap easier than mages

Pwyff Final PortraitI edited in an answer regarding that, but I do feel like we’re in a bit of a vacuum comparison. A mage using abilities on cooldown can often stop or outright deny a champion threat. A marksman can do the same via a steady stream of damage but we’re basically talking variance in power. Mages have high variance – high highs, low lows (no abilities to cast), while Marksmen have less highs but more consistent output. In a balanced world, these two types of damage output would be well balanced against each other, but Mages also get the addition of utility, which needs to be considered as well.

I suppose this is a long way of saying damage isn’t the only thing to compare and Mages vs. Marksmen can’t really be boiled down to individual stat comparisons and who gets access to what. A reverse example (not totally comparable) might be if Marksmen were demanding total AD scaling on Trinity Force procs, similar to Lich Bane.

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Pwyff Final PortraitI think I’m saying that Mages have access to a lot more breadth of power than Marksmen and their itemization currently reflects that as well. If a Mage were to become a magic-focused Marksman I think it’d be easier to balance them, but then you’d be effectively choosing between the two. All a marksman has – all that they are identified by – is their pure damage with key positioning. A mage can be that, but they can also be the one who picks off fleeing champs, or controls the battlefield, or catches and blows up a stray squishy.

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Why can AD casters stack CDR so effectively and AP carries cant

Pwyff Final PortraitThe question is also what they do with those abilities. AD Casters get access to CDR very easy, but they can’t transform that CDR into an ability that starts and ends a teamfight on a single cast. An Ahri charm at late game can potentially mean a squishy target is dead without using any ability. An Ezreal Q cast on cooldown does not.

Really, really important distinction.

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Why did so many AP items get a cost increase in the Preseason patch

Meddler Final PortraitWe increased item costs generally in preseason while modifying gold income and item premiums. We have seen a lot of early feedback on AP mages feeling punished by that, from the looks of it so far though some are struggling and some aren’t however, so we’ll need to be more tactical about changes than just straight AP item buffs across the board (Heimer and jungle Nid look too weak for example, Brand and Swain too strong).

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Have you considered adding new items for AP carries

Meddler Final PortraitI expect we’ll look at AP items in the coming year. Immobile mages in particular are one of the classes we’re thinking of tackling next and some item adjustments would likely be part of that process as with Marksmen/Juggernauts.

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Are you considering nerfing Essence Reaver

Lucian Single Banner

Meddler Final PortraitWe are. In particular it’s getting champions to the CDR cap too early in the game. We’ll be looking at some changes, probably for 5.24, to make some of that CDR come later in the game.

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How would you make assassins  mages invest points in Cunning and not Ferocity

Meddler Final PortraitWe’ll be fleshing out the Tier 1 and Tier 2 keystones in Cunning, which should help somewhat there. For some champions though Ferocity’s probably always going to be more appealing (DoT mages especially will be really strongly drawn to DFT). Assassins by contrast are meant to be well served by the Cunning tree, so if they’re not getting decent performance from it we might need to make the Tier 3 keystones a bit stronger for them.

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Any thoughts on buffing Cull

Meddler Final PortraitIt’s looking like it’ll probably need some form of buff yeah.

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Why do Deathfire Touch and Thunderlords decree have such similar effects

Meddler Final PortraitWe’d like DFT to be the sustained damage option and Thunderlord’s the burst damage one. Both should have reasonable scaling though, hence the ratios – we’re not looking to make one of them a non item dependent option.

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Does Fervor of Battle work with Lifesteal

Meddler Final PortraitFervor of Battle’s proc damage, so doesn’t work with lifesteal, can’t crit etc.

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Can we get some Poppy teasers

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Meddler Final PortraitQuite soon (almost certainly next rework of any size to go out).

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Will there be Champion Mastery levels added to ARAM or other modes

CertainlyT New PortraitI’m not sure our designers who work on that are in this Q and A, so I’ll answer for them! I would be somewhat opposed to this on the grounds that ARAM doesn’t test a wide variety of skills and because the random mode is about encouraging you to branch out, not go deep on a small number of champions. However, I think it would be cool if there were ways to express your mastery of ARAM as such — for example, ones more related to the map or champion classes.

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Is Thresh considered Melee or Range Thresh Single Banner

Meddler Final PortraitThresh is meant to be a ranged champion. When we updated how we tag champions as melee or ranged he got missed for some reason (not sure why myself sorry). That’ll be fixed in the next patch.

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If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

PBE Preseason Banner

The PBE patch isn’t out yet, I’m just compiling official notes here for an easier traversal once the changes start rolling on the test server.

Marvin says: DON’T PANIC!

[ Note ] Some awesome Redditors have found out the new items and Masteries.

 

You can find context for all the Preseason changes HERE:

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General Changes

Champion Changes

Item Changes

  • Starting Items
  • New AD Items
  • Changes to Existing Items

Jungle Changes

Mastery Changes

  • Tier I Offensive Masteries
  • Tier II Offensive Masteries
  • Offensive Keystone Masteries
  • Tier I Defensive Masteries
  • Tier II Defensive Masteries
  • Defensive Keystone Masteries
  • Tier I Utility Masteries
  • Tier II Utility Masteries
  • Utility Keystone Masteries

Vision Changes

Places to Share Feedback

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

 

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  • Starting Gold has been increased from 475 to 500.

 

 

Champion Changes

 

Ashe Final Portrait

[ Change Goals ]

  • Allow Ashe to interact with chance-based crit events in a way that doesn’t compromise her recently-new passive’s steady damage output.
  • Follow up the changes made to Ranger’s Focus (Q) earlier this year to make the spell a more interesting, engaging part of her pattern.

 

Change BoxFrost Shot Final IconFrost Shot [ Passive ]

  • Base slow decreased from 5/11/17/23/29/35% to 5/9/13/17/21/25%
  • Dealing bonus damage via Frost Shot no longer counts as a Critical Strike (bonus damage unchanged)
  • Ashe can once again crit, but for half the damage of regular crits.  Her crits will instead apply Frost Show’s slow with double strength (10/18/26/34/42/50%), decaying to the base amount over the duration of the slow

 

Change BoxRangers Focus Final IconRanger’s Focus [ Q ]

  • Slow amplification and cooldown removed;
  • Can no longer be cast at less than 5 stacks, and passive Focus no longer stacks while the active component is running;
  • Passive no longer stacks with Volley [ W ] and Enchanted Crystal Arrow [ R ].

 

 

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General Box

  • Scales 10% less with bonus Attack Speed

 

Buff BoxHeadshot Final IconHeadshot [ Passive ]

  • Damage now additionally scales with Caitlyn’s Crit Chance at a 2:1 ratio (e.g at 50% Crit Chance, it deals +100% damage);
  • Caitlyn can fire a double-range (1300 range) Headshot at targets she has trapped or netted by auto-attacking them. This is independent from her normal Headshot and doesn’t use up her current stacks toward a passive.

 

Piltover Peacemaker [ Q ]Change BoxPiltover Peacemaker Final Icon

  • Skillshot missile is now more narrow, but expands to its width on live after the first target hit;
  • Damage on the first target has been increased by ~20%, but falls of harder on follow-up hits.

 

Buff BoxYordle Snap Trap Final IconYordle Snap Trap [ W ]

  • Now has a charge system instead of a static cooldown (think Heimer’s turrets);
  • Caitlyn’s first auto attack against a trapped Champion will be a guaranteed Headshot;
  • Traps no longer deal damage.

 

Buff Box90 Caliber Net Final Icon90-Caliber Net

  • Caitlyn’s first auto attack against a target hit by the net will be a guaranteed Headshot

 

 

 

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Change BoxHextech Shrapnel Shells Final IconHextech Shrapnel Shells [ Passive ]

  • Bonus damage is now split between magic and physical, changed from purely true damage.

 

New Item BoxValkyrie Final IconValkyrie [ W ]

[ New Mechanic ] Special Delivery: Every ~5 minutes, Corki receives a special set of bombs on the spawn platform. When he picks up the package, he receives the Homeguard boots buff.

The bombs allow Corki to cast an improved Valkyrie. This mega W has three times the range of Corki’s regular W, knocks enemies aside when it hits them, deals increased damage and slows.

Corki’s normal Valkyrie is put on a 0 second cooldown after he casts the mega W.

Valkyrie’s normal range has been decreased.

 

Change BoxGatling Gun Final IconGatling Gun [ E ]

  • Now deals magic damage, changed from physical
  • Now shreds both Armor and Magic Resist, albeit by smaller values than the current Armor shred on live

 

 

Draven Final Portrait

General Box

  • Attack frame improved by 30% (more responsive auto-attack animation)
  • Attack Speed-per-level decreased from 2.7 to 1.5
  • Basic Attack missile speed decreased from 1700 to 1600

 

 

Ezreal Final Portrait

 

Change BoxMystic Shot Final IconMystic Shot [ Q ]

  • Hitting skilshots now decreases Mystic Shot’s CD by 1.5 seconds, increased from 1
  • Cooldown increased from 6/5.5/5/4.5/4 seconds to 6.5/6/5.5/5/4.5

 

Nerf BoxArcane Shift Final IconArcane Shift [ E ]

  • Cooldown increased from 19/17/15/13/11 seconds to 19/17.5/16/14.5/13

 

 

 

Graves Final Portrait

General Box

  • Basic attacks now fire multiple buckshots in a cone, like Buckshot [ Q ]. They deal more damage the closer the distance to the target is.

 

Change BoxBuckshot Final IconBuckshot [ Q ]

  • Reworked to synergize better with the new basic attacks

 

 

 

Jinx Final Portrait


Buff BoxGet Excited! [ Passive ]
Get Excited Final Icon

  • Can now chain together and stack, increasing Total Attack Speed by 15% per stack (Movement Speed portion does not stack)
  • Duration increased from 4 seconds to 6

 

Nerf BoxSwitcheroo Final IconSwitcheroo! [ Q ]

  • While using her Rocket Launcher, Jinx’s Total Attack Speed is decreased by 15%

 

 

 

Kalista Final Portrait

General Box

  • Base Attack Speed increased from 0.658 to 0.694
  • Attack Speed-per-level decreased from 3.% to 2.8%

 

Nerf BoxMartial Poise Final IconMartial Poise [ Passive ]

  • Jump speed now only scales with Attack Speed/Slows (is slower early game but scales up); no longer scales with boot tier.

 

 

Kogmaw Final Portrait

General Box

  • Base Attack Speed stats and Q’s passive Attack Speed have been adjusted so he is more dependent upon maxing both his Q and W to really approach his full damage potential.

[ Dev Note ] AP Kog’Maw will play a bit differently than before, but we believe it to be of about equal power to before.

 

Change BoxBio Arcane Barrage Final IconBio-Arcane Barrage [ W ]

  • While active, Kog’Maw Attack Speed is doubled and his Attack Speed cap is doubled to 5 attacks per second;
  • Basic attacks have a 0.6 Total AD ratio for the duration of W, but fully apply on-hit effects.

[ Dev Note ] During this time, Kog’Maw attacks so fast that attack-moving efficiently becomes incredibly difficult, so choose a time when you don’t need to move much, and go to

 

Change BoxLiving Artillery Final IconLiving Artillery [ R ]

  • Base damage and ratios have been adjusted
  • No longer deals increased base damage to Champions (200% base damage on live)
  • Living Artillery now deals double damage to enemies at 25%-50% current Health, and triple damage to enemies below 25% Health

 

 

Lucian Final Portrait

 

Change BoxThe Culling Final IconThe Culling [ R ]

  • Number of bullets no longer scale with Attack Speed, but with ranks in The Culling (20/25/30 bullets)

 

 

Miss Fortune Final Portrait

 

New Item BoxImpure Shots Final IconLove Tap [ New Passive ]

  • Grants Miss Fortune bonus damage when swapping targets (this stacks with Q bounces).

 

 

New Item BoxStrut Final IconStrut [ Replaces Current W ]

  • Impure Shot [ W ]’s passive has been removed & replaced with Miss Fortune’s current passive, Strut. The bonus MS now scales with ranks in W;
  • Impure Shot’s current active remains on Miss Fortune’s new Strut [ W ].

 

Buff BoxMake it Rain Final IconMake it Rain [ E ]

  • Range slightly increased

 

 

Buff BoxBullet Time Final IconBullet Time [ R ]

  • Each rank of the ult now shoots more/faster waves
    Each ult wave can now crit (based on MFs’ crit chance). [ Note ] The crit check happens at the start of each wave, not per bullet

 

 

Sivir Final Champion Portrait

General Box

  • Base Attack Speed decreased from 0.66 to 0.625

 

Change BoxRicochet Final IconRicochet [ W ]

  • Cooldown now begins on spell cast rather than when the attack buff expires
  • Cooldown increased from 9/8/7/6/5 seconds to 12/10.5/9/7.5/6
  • Attack buff duration decreased from 6 seconds 4

 

 

Quinn Final Portrait

 

Change BoxHarrier Final IconHarrier [ Passive ]

  • Empowered attacks now deal a percentage of Quinn’s total AD rather than a base and bonus AD ratio.

 

Change BoxBlinding Assault Final IconAerial Assault [ Q ] (Name changed from Blinding Assault)

  • No longer blinds;
  • Now marks its primary target as Vulnerable (passive mark);
  • Deals up to double damage based on targets’ missing Health;
  • Half of Aerial Assault’s cooldown is refunded if it kills at least one enemy.

 

Quality of Life Box FinalVault Final IconVault [ E ]

  • Dash speed has been increased;
  • Should now more reliably return you along the vector you dashed in on.

 

Change BoxTag Team Final IconTag Team [ R ] 

  • Now has a 2-second channel time, but has no cooldown.
  • Grants a significant Movement Speed bonus;
  • No longer allows Quinn to do basic attacks or cast spells for the duration of the ult;
  • Skystrike has been retained, but deals less damage and does not deal increased damage based on targets’ missing Health.

[ Note ] If you fire a basic attack while in Tag Team, Quinn will instead perform Skystrike and end Tag Team.

 

 

Tristana Final Portrait

 

Change BoxRapid Fire Final IconRapid Fire [ Q ]

  • No longer reduces Explosive Charge’s [ E ] cooldown on-hit while active
  • No longer reduces its own cooldown when attacking a target with Explosive Charge [ E ] on
  • Cooldown decreased from 20 seconds at all ranks to 20/19/18/17/16

 

Change BoxRocket Jump Final IconRocket Jump [ W ]

  • Base damage changed from 80/105/130/155/180 to 60/110/160/210/260;
  • No longer deals increased damage per Explosive Charge [ E ] stack;
  • Additionally, If Explosive Charge [ E ] explodes with maximum stacks, Rocket Jump’s cooldown is reset.

 

Buff BoxExplosive Charge Final IconExplosive Charge [ E ]

  • Now detonates instantly on 4th stack (max stacks). Bomb Animation shifted to represent this;
  • Tristana’s abilities also add Explosive Charge [ E ] stacks;
  • Missile Speed increased from 1800 to 2400

 

 

Twitch Final Portrait

 

Buff BoxAmbush Final IconAmbush [ Q ]

  • Ambush’s cooldown resets when an enemy champion affected by Deadly Venom dies;
  • Quality of Life Buff: Entering stealth now cancels Twitch’s current auto attack order.

 

Change BoxSpray and Pray Final IconRat-Ta-Tat-Tat [ R ]

  • Buff Duration decreased from 7 seconds to 5;
  • Quality of Life Buff: casting Rat-Ta-Tat-Tat during Q’s stealth no longer cancels stealth;
  • Mana cost decreased from 100/125/150 to 100 at all ranks.

 

 

Urgot Final Portrait

 

Change BoxHyper Kinetic Position Reverser Final IconHyper-Kinetic Position Reverser [ R ]

  • No longer grants bonus 60/90/120 Armor/Magic Resistance
  • Now adds 30/40/50% Damage Reduction

 

 

Varus Final Portrait

 

Change BoxChain of Corruption Final IconChain of Corruption [ R ]

  • Now displays max Spread Range to Varus and Enemies if it is spreading to at least one enemy champion;
  • Rooted targets gain 3 stacks of Blight [ W ] over the duration of the root;
  • Base damage decreased from 150/250/350 to 100/175/250

 

 

Vayne Final Portrait

General Box

  • Attack Damage-per-level decreased from 2.66 to 1.66

 

Change BoxSilver Bolts Final IconSilver Bolts [ W ] 

  • Flat Damage removed (20/30/40/50/60 on live)
  • Percent Health Damage increased from 4/5/6/7/8% to 6/7.5/9/10.5/12% (minimum damage is 40/60/80/100/120)

 

 

Item Changes

The bulk of these changes affect ADC items. The current tooltips I took from this Reddit thread and I’ll update with in-game tooltips when the PBE patch is out.

 

STARTING ITEMS Banner

[ Note ] Starting Gold has been increased from 475 to 500.

 

Change BoxBoots of Speed Final IconBoots of Speed

  • Cost decreased from 325 Gold to 300

 

 

New Item BoxCull IconCull [ New Starting Item ]

  • Cost: 450 Gold;
  • Grants 5 Attack Damage and 3 life on-hit;
  • Passive: Grants 1 Bonus Gold per Creep Score until 100 CS. At 100 CS, you gain 300 Bonus Gold and that passive is disabled afterward.

 

Buff BoxDorans Blade Final IconDoran’s Blade

  • Attack Damage increased from 7 to 8
  • Health increased from 70 to 80
  • Cost increased from 440 Gold to 450

 

Nerf BoxDorans Shield Final IconDoran’s Shield

  • Cost increased from 440 Gold to 450

 


Nerf BoxHealth Potion Final Icon

Health Potion

  • Cost increased from 35 Gold to 50

 

 

Buff BoxLong Sword Final IconLong Sword

  • Cost decreased from 360 Gold to 350

 

 

Removed BoxMana Potion Final IconMana Potion

  • Removed from the game.

 

 

NEW AD ITEMS Banner

 

New Item BoxCaulfields Warhamer Final IconCaulfield’s Warhammer

  • Recipe: 2 Long Sword Final Icon Long Swords (350 Gold x 2) + 400 Combine Cost = 1100 Gold Total

 

 

Caulfields Warhamer Tooltip

 

New Item BoxSerrated Dirk Final IconSerrated Dirk

  • Recipe: 2 Long Sword Final Icon Long Swords (350 Gold x 2) + 400 Combine Cost = 1100 Gold Total
  • Grants 20 Attack Damage;
  • UNIQUE Passive: Grants 10 Armor Penetration;
  • UNIQUE Passive: After killing any unit, your next basic attack or single target spell deals +15 damage.

 

Serrated Dirk Tooltip

 

CHANGES TO EXISTING ITEMS Banner

 

Change BoxBanshees Veil Final IconBanshee’s Veil

  • Health increased from 450 to 500
  • Magic Resistance increased from 60 to 70
  • Cost increased from 2700 Gold to 2900

 

Change BoxElixir of Wrath Final IconElixir of Wrath

  • Cost increased from 400 Gold to 500
  • Attack Damage increased from 25 to 30
  • BLOODLUST passive now heals for 15% of the physical damage dealt, increased from 10%

 

Change BoxIceborn Gauntlet Final IconIceborn Gauntlet

  • Armor increased from 60 to 65
  • Cooldown reduction increased from 10% to 20%
  • No longer grants 30 Ability Power
  • The size of the slow zone now increases with bonus Armor

 

Change BoxIonian Boots of Lucidity Final IconIonian Boots of Lucidity

  • Cooldown reduction decreased from 15% to 10%
  • Now additionally decrease the cooldown of Summoner Spells by 10%

 

Buff BoxKindlegem Final IconKindlegem

  • Cost decreased from 850 Gold to 800

 

Change BoxLast Whisper Final IconLast Whisper

  • New Recipe: Pickaxe_item Pick Axe (875 Gold) + 425 Combine Cost = 1300 Gold Total 
  • Is now a component item used for new items
  • Total cost decreased from 2300 Gold to 1300 Gold
  • Now ignores 30% of Bonus Armor, not Total Armor

 

Last Whisper Tooltip

 

Change BoxPhage Final IconPhage

  • Attack Damage decreased from 20 to 15
  • Cost decreased from 1325 to 1250

 

Change BoxRunaans Hurricane Final IconRunaan’s Hurricane

  • Attack Speed decreased from 70% to 35%
  • Now grants 30% Critical Chance and 5% Movement Speed
  • Passive bolts now deal 0.25 Total AD damage, decreased from 0.5
  • Bolts can now critically strike and apply on-hit effects
  • (Unique) Passive buff to basic attacks has been increased from 15 physical damage on-hit to 10
  • Recipe cost decreased from 500 Gold to 300 (Total cost is unchanged)

 

Change BoxStatikk_ShivStatikk Shiv

  • Attack Speed decreased from 40% to 35%
  • Movement Speed decreased from 6% to 5%
  • Critical Chance increased from 20% to 30%
  • Combine cost decreased from 600 Gold to 550 (Total cost unchanged)
  • Passive damage changed from 100 to 50-150 (scales with Champion levels)
  • Chain lightning can now hit 5 targets, increased from 4, deals 50% bonus damage to minions and can still critically strike (as on live)

 

Change BoxThe Black Cleaver Final IconThe Black Cleaver

  • Cost increased from 3000 Gold to 3500
  • Attack Damage increased from 40 to 55
  • Health decreased from 400 to 300

 

Change BoxTiamat Final IconTiamat 

  • Cost decreased from 1900 Gold to 1250
  • New Recipe: Pickaxe_item Pick Axe (875 Gold) + Rejuvenation_Bead_item Rejuvenation Bead (150 Gold) + 225 Combine Cost = 1250 Gold Total
  • Attack Damage decreased from 40 to 30
  • Bonus to Base Health Regen decreased from 100% to 50%

 

Change BoxTrinity Force Final IconTrinity Force

  • Now grants 10% Cooldown Reduction
  • Attack Damage decreased from 30to 25
  • Mana increased from 200 to 250
  • Movement Speed decreased from 8% to 5%
  • Critical Chance increased from 10% to 20%
  • No longer grants 30 Ability Power
  • Attack Speed decreased from 30% to 10%

[ Note ] Check the above changes to Phage and Sheen for context.

 

Buff BoxVampiric Scepter Final IconVampiric Scepter

  • Cost increased from 800 Gold to 900 (Combine cost up from 440 Gold to 550, Long Sword cost down 10 Gold)
  • Attack Damage increased from 10 to 15
  • Life Steal increased from 8% to 10%

 

 

Change BoxYoumuus Ghostblade Final IconYoumuu’s Ghostblade

  • Cost increased from 2700 Gold to 3200
  • New Recipe: Caulfields Warhamer Final Icon Caulfield’s Warhammer (1100 Gold) + Serrated Dirk Final Icon Serrated Dirk (1100 Gold) + 1000 Combine Cost = 3200 Gold Total
  • Attack Damage increased from 30 to 65
  • No longer grants 15% Critical Chance

 

Death’s Dance [ New Item ]

  • Grants Life Steal;
  • Delays damage?

 

Executioner’s Calling 

  • Can now be bought again;
  • Costs less and is a compoonent item used to build new items.

 

Giant Slayer [ New Item ]

  • Deals more damage to high-health targets.

 

Change BoxCrystalline Flask Final IconCrystalline Flask

  • Cost increased from 345 Gold to X Gold
  • Bonus Health and Mana per charge increased from 120 and 60 (respectively) to X and X
  • Now additionally grants a minor damage-over-time buff to basic attacks.

 

Mini Flask [ New Item ]

  • Cost: 150 Gold;
  • Holds 2 charges, each of which restores 100 Health (no mana restore);
  • Can be upgraded to a Hunter’s Potion for a 250 Gold combine cost.

 

Hunter’s Potion [ New Item ]

  • Holds 5 charges; each charge restores 60 health/35 mana;
  • Killing a large jungle monster restores a single charge.

 

Buff BoxEssence Reaver Final IconEssence Reaver

  • CDR granted now scales with your Crit Chance (item can give upwards of 30% CDR)

 

 

Eye of the Watchers [ New Item ]

  • Made from combining Frost Fang + Sightstone;
  • Has Sightstone’s ward active and Frost Fang’s Tribute Passive;
  • Grants Health, AP, Gold-per-10 and Mana Regen

 

 

Infinity Edge

  • AD decreased from 80 to X

 

Mercurial Scimitar

  • Now additionally grants Life Steal.

 

Buff BoxPhantom Dancer Final IconPhantom Dancer 

  • Grants X bonus Movement Speed while near enemy Champions
  • You take X less damage from the last enemy Champion you hit

 

Rapid Firecannon [ New Item ]

  • Gathers charges when moving and attacking like Statikk Shiv
  • At maximum charges, it increases your Auto Attack range by X and gives you a fiery hit at the end (?).

 

 

Jungle Changes Banner

  • Base damage of jungle camps has been decreased.

 

Buff BoxHunter's_Machete_itemHunter’s Machete 

  • Cost decreased from 400 Gold to 350.

 

 

Hunter’s Talisman [ New Item ]

  • Grants health and mana regen per second, rather than damage on-hit and lifesteal.

 

 

RIFT HERALD Banner

The Rift Herald is a new jungle monster that spawns in the Baron pit before the 20th minute.

Killing the Rift Herald grants a single-target buff that helps with pushing down lanes and towers.

  • Location/timing:
    • Spawns at the Baron Pit
    • First appears at 4:00
    • Respawns every 5 minutes
    • Despawns at 19:45 unless in combat; hard despawns at 19:55 no matter what
  • Encounter details:
    • Melee-only attacker – but hits pretty hard. Need to be able to take a punch to tank RH.
    • The Eye will occasionally open, exposing RH to bonus damage on attacks from behind equal to 12% of RH’s Max HP as True Damage.
    • Takes 35% less damage from ranged Autoattacks.
  • Reward details:
    • 50 global gold to everyone on the killing team
    • Drops “Doom’s Eve” buff to the killer:
      • 10% increase to all Damage (except True Damage) and 40 bonus MS
      • Enhanced Baron Recall
      • Enhances nearby minions offensive power, same as Baron buff, with an additional attack speed increase. Does NOT increase their defensive power (don’t worry, you won’t have to deal with last-hitting Baron buffed minions in lane)

 

 

 

MASTERY CHANGES Banner

Masteries have been completely revamped. The final slot can now be unlocked with 17 points and is reserved for Keystone Masteries. Think of these as super-masteries – you can only pick one and that will change your general playstyle:

 

TIER I OFFENSIVE MASTERIES Banner

 

Nerf BoxFury Final IconFury [ 5 Points, increased from 4 ]

  • Grants +0.8/1.6/2.4/3.2/4% Attack Speed, decreased from 1.25/2.5/3.75/5%.

 

 

Unknown [ 5 Points ]

  • Grants +0.4/0.8/1.2/1.6/2.0% bonus Ability Power and Spell Damage.

 

Change BoxDouble Edged Sword Final IconDouble Edged Sword [ 1 Point ]

  • Melee – Deal 3% more damage and take 1.5% more (changed from deal 2% more and take 1% more);
  • Ranged – Deal and take an additional 2% damage, changed from 1.5%.

 

Change BoxFeast Final IconFeast [ 1 Point ]

  • Killing a unit now restores 20 Health on a 20 second cooldown, changed from 3 Health and 1 Mana without a cooldown.

 

Nerf BoxVampirism Final IconVampirism [ 5 Points, Moved from T3 Utility to T1 Offense ]

  • Grants 0.5/1.0/1.5/2.0/2.5% Lifesteal and Spell Vamp, decreased from 1/2/3% (with 3 points).

 

Natural Talent [ New, 5 Points ]

  • Grants +2/4/6/8/10 Attack Damage and +3/6/9/12/15 Ability Power at Level 18.

 

TIER II OFFENSIVE MASTERIES Banner

 

Bounty Hunter [ New, 1 Point ]

  • You deal 1% increased damage for each unique enemy champion you kill.

 

New Item BoxOppression Final IconOppressor [ New, 1 Point ]

  • You deal 2.5% increased damage to targets with impaired movement (slow, stun, snare, taunt, etc.).

 

Battering Blows [ New, 5 Points ]

  • Grants +1.4/2.8/4.2/5.6/7% Armor Penetration.

 

Piercing Thoughts [ New, 5 Points ]

  • Grants 1.4/2.8/4.2/5.6/7% Magic Penetration.

 

OFFENSIVE KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Deathfires Touch Final IconDeathfire Touch

  • Your damaging abilities cause enemy champions to take [ 6 + 0.5 Bonus AD + 0.2 AP ] Magic damage over 3 seconds (Area of effect and damage over time abilities apply half of this damage over 1.5 seconds instead).

 

Warlords Bloodlust Final IconWarlord’s Bloodlust

  • Critical strikes heal for 15% of the damage dealt and grant you 20% attack speed for 4 seconds (2 second cooldown).

 

Fervor of Battle Final IconFervor of Battle

  • Your basic attacks and spells grant you a stack of Fervor for 5 seconds (max 10 stacks). Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level.

 

 

TIER I DEFENSIVE MASTERIES Banner

 

Nerf BoxRecovery Final IconRecovery [ 5 Points, increased from 2 ]

  • Grants 0.4/0.8/1.2/1.6/2.0 Health Regen-per-5 seconds, decreased from 1/2 HP-per-5 (with 2 points).

 

Change BoxUnyielding Final IconUnyielding [ Now T1 with 5 points, replaces T5 Enchanted Armor ]

  • Grants 1.2%/2.4%/3.6%/4.8%/6% Bonus Armor and Magic Resist, changed from 2.5/5/7.5/10% with 4 points in T5.

 

Buff BoxTough Skin Final IconTough Skin [ 1 Point ]

  • You take 2 less damage from Champion and Monster basic attacks, increased from 1/2 less damage from Monsters with 2 points.

 

Explorer [ New, 1 Point ]

  • Grants 12 Flat Movement Speed while moving in brush or along the river.

 

New Item BoxRunic Armor Final IconRunic Armor [ New, 5 Points ]

  • Grants 1.6%/3.2%/4.8%/6.4%/8% bonus to all shields and healing on you (includes Life Steal and HP regen).

 

Change BoxVeterans Scars Final IconVeteran’s Scars [ 5 Points, replaces Juggernaut ]

  • Grants 1.2/2.4/3.6/4.8/6% Bonus Health

 

 

TIER II DEFENSIVE MASTERIES Banner

 

Insight [ New, 1 Point ]

  • Your Summoner Spells have 15% reduced cooldown.

 

Change BoxPerseverance Final IconPerseverance [ New, 1 Point ]

  • Grants 50% Health Regen, increased to 200% when below 20% of Maximum Health, changed from regenning 0.35/0.675/1% of missing HP-per-5.

 

Change BoxSwiftness Final IconSwiftness [ New, 5 Points, merges Swiftness and Tenacious ]

  • Grants 3%/6%/9%/12%/15% Tenacity and Slow reduction, changed from 7.5%/15% Slow Resist with 2 points from Swiftness and 10% Tenacity with 1 point from Tenacious.

 

Nerf BoxLegendary Guardian Final IconLegendary Guardian

  • Grants 0.4/0.8/1.2/1.6/2.0 bonus flat Armor and Magic Resist for each nearby enemy Champion, decreased from 3 flat Armor/MR with 1 point

 

DEFENSIVE KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Bond of Stone Final IconBond of Stone

  • Grants 4% Damage Reduction. While near an ally this bonus is doubled and 8% of the damage they would take from Champions is dealt to you instead (cannot reduce you below 15% Health).

 

Grasp of the Undying Final IconGrasp of the Undying

  • While in combat, every 4 seconds your next attack against an enemy Champion is buffed to steal life equal to 3% of your max Health (halved for ranged champions).

 

Strength of the Ages Final IconStrength of the Ages

  • Siege minions and large monsters that you or nearby allies kill grant you 20/10 permanent Health respectively (300 max). After reaching the max bonus further nearby Siege minion kills restore 100 Health.

 

 

TIER I UTILITY MASTERIES

 

Change BoxWanderer Final IconWanderer [ 5 points, replaces Fleet Foot ]

  • Grants 0.6/1.2/1.8/2.4/3% Movement Speed out of Combat, changed from 0.5/1/1.5% bonus MS in combat and out.

 

Savagery [ New, 5 points ]

  • Basic attacks and single target spells deal 1/2/3/4/5 bonus damage to minions and monsters

 

Change BoxRunic Affinity Final IconRunic Affinity

  • Bonus to buff duration decreased from 20% to 15%, but now also extends the duration of 5-stack Dragon & Baron buffs

 

Buff BoxSecret Stash Final IconSecret Stash [ New, 1 Point, merges Alchemist with Cullinary Mastery ]

  • Your potions, flasks, and elixirs last 10% longer
  • Additionally, your potions are replaced with biscuits that restore 20 Health and 10 Mana instantly upon consumption.

 

New Item BoxMerciless Final IconMerciless [ New, 5 points ]

  • Deal 1/2/3/4/5% increased damage to champions below 40% health

 

 

Nerf BoxMeditation Final IconMeditation [ 5 points ]

  • Mana regen decreased 0.5/1/1.5% of missing mana every 5 seconds to 0.3%/0.6%/0.9%/1.2%/1.5%

 

TIER II UTILITY MASTERIES Banner

 

Buff BoxBandit Final IconBandit [ New, 1 point, merges Scavenger with Bandit ]

  • Gain 1 gold for each nearby minions killed by allied champions;
  • Gain an additional 3 Gold for Ranged/10 for Melee when hitting an enemy Champion with a basic attack (internal cooldown of 5 seconds).

 

Moved BoxDangerous Game Final IconDangerous Game [ Moved from T4 Offense to T2 Utility ]

  • Champion kills and assists restore 5% of your missing Health and Mana.

 

 

New Item BoxPrecision Final IconPrecision [ New, 5 Points ]

  • Grants 0.6/1.2/1.8/2.4/3 [ + 0.06/0.12/0.18/0.24/0.3 per level ] flat Armor & Magic Penetration.

 

New Item BoxIntelligence Final IconIntelligence [ New, 5 Points ]

  • Your Cooldown Reduction cap is increased by 1%/2%/3%/4%/5%;
  • Additionally grants 1%/2%/3%/4%/5% Cooldown Reduction.

 

UTILITY KEYSTONE MASTERIES Banner

[ Note ] You can only pick ONE Keystone mastery and you need to’ve spent 17 points in the respective tree to unlock it.

 

Windspeakers Blessing Final IconWindspeaker’s Blessing

  • Your heals and shields are 10% stronger. Additionally, your shields and heals increase your target’s resistances by 15% for 3 seconds when used on an ally other than yourself.

 

Thunderlords Decree Final IconThunderlord’s Decree

  • Your third attack or spell on an enemy Champion shocks the area around them, dealing [ 0.2 Bonus AD + 0.1 AP + 10 per level ] magic damage to all enemies in the area. (30 second cooldown).

 

Stormraiders Surge Final IconStormraider’s Surge

  • Dealing 30% of a Champion’s maximum Health within 2 seconds grants you 35% Movement Speed for 3 seconds (10 second cooldown).

 

 

VISION CHANGES Banner

 

Wards that expire now leave visible remains on the ground, allowing teams to know where the enemy had an active ward.

Trinket upgrades are now free (250 Gold on live).

 

Ruby Sightstone Final IconRuby Sightstone

  • Health increased from 400 to 500;
  • (New) UNIQUE Passive: Item Active cooldowns are reduced by 10%;

 

Removed BoxStealth Ward Final IconStealth Ward

  • Removed from the store; can still be cast via Sightstone.

 

Buff BoxVision Ward Final IconVision Ward

  • Cost decreased from 100 Gold to 75.

 

 

PLACES TO SHARE FEEDBACK Banner

You’re always more than welcome to share your thoughts in the comments below. If you want your feedback to reach specific Rioters, you can post it in the following threads:

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

PBE Round-up: Patch 5.18

September 12th, 2015

 

PBE Roundup Patch 5 18 Banner

Patch 5.18 will hit live in the early hours of September 16th, assuming there are no delays:

 

Store Content

Balance

 

 

CHAMPIONSHIP KALISTA

Championship Kalista will be available in store for 975 RP.

 

Kalista_Splash_2 Kalista_2

 

MODEL Banner

Kalista Championship Model 1 Kalista Championship Model 2

 

Recall Banner

Kalista Championship Recall

 

PIERCE Q

Kalista Championship Q 1

 

SENTINEL W

Championship Kalista W 1

 

 

New Summoner Icons

Icons for this year’s Worlds teams will be available in store for 250 RP each. As always, a portion of the profits from these icons will go to the respective teams:

 

profileIcon915 profileIcon916 profileIcon917 profileIcon918 profileIcon919

profileIcon920 profileIcon921 profileIcon924 profileIcon925 profileIcon927

profileIcon928 profileIcon929 profileIcon931 WC_Emblem_Team_paIN WC_Emblem_Team_ktrolster

WC_Emblem_Team_Invictus WC_Emblem_Team_EDG

 

Also, four jungle-themed icons have made their way on the PBE. No clue how you can get these yet:

profileIcon932 profileIcon933 profileIcon934 profileIcon935

 

 

Champion Changes

 

Braum Final Portrait

 

Nerf BoxWinters Bite Final IconWinter’s Bite [ Q ]

  • Mana cost increased from 45/50/55/60/65 to 55/60/65/70/75

 

 

 

Caitlyn Final Portrait

 

Buff BoxYordle Snap Trap Final IconYordle Snap Trap [ W ]

  • Mana cost decreased from 50 to 30
  • Cooldown decreased from 20/17/14/11/8 seconds to 16/14/12/10/8

 

 

Darius Final Portrait

 

Change BoxDecimate Final IconDecimate [ Q ]

  • Health per target decreased from 15% to 12%
  • Maximum heal increased from 30% to 36% (Decimate can now heal from 3 targets)
  • Mana cost increased from 30 at all ranks to 30/35/40/45/50

 

 

Elise Final Portrait

 

Nerf BoxSpider Form Final IconSpider Form [ R ]

  • Base damage on spiderlings decreased from 10/20/30/40 to 10/15/20/25
  • AoE damage resist on spiderlings increased from 20% to 25%

 

 

Ezreal Final Portrait

 


Buff Box Arcane Shift Final IconArcane Shift [ E ]

  • Now additionally has a 0.5 AD ratio

 

 

 

Fiora Final Champion Portrait

General Box

  • Health decreased from 662 [+92 per level] to 635 [+85 per level]
  • Base armor decreased from 30.5 to 27.5

 

 

Gangplank Final Champion Portrait

 

Nerf BoxPowder Keg Final IconPowder Keg [ E ]

  • Bonus damage to Champions decreased from 80/110/140/170/200 to 60/90/120/150/180
  • Armor penetrate decreased from 50% to 40%

 

 

Garen Final Portrait

 


Nerf BoxDemacian Justice Final IconDemacian Justice [ R ]

  • Enemies that kill Garen aren’t marked as “villains”

 

 

 

Jarvan IV Final Portrait

General Box

  • Base Armor increased from 27 to 29

 

 

Lulu Final Portrait

General Box

  • Health per level decreased from 82 to 74

 

 

Buff BoxPix, Faerie Companion [ Passive ]Pix Faerie Companion Final Icon

  • Pix can now trigger Tribute (passive from Spellthief’s Edge/Frostfang/Frost Queen’s Claim) once per basic attack from Lulu

 

 

Mordekaiser Final Portrait

General Box

  • Armor changed from 28 [+3.5 per level] to 26 [+3.75 per level]
  • Base Armor decreased from 22 to 20

 

Change BoxHarvester of Sorrow Final IconHarvester of Sorrow [ W ]

  • Can now be self-cast (can’t do double aura damage but can still be reactivated)
  • Can no longer do double damage from two allies standing near each other with the aura
  • Reactivate base damage increased from 50/70/90/110/130 to 70/95/120/145/170
    • Health cost increased from from 0 to 25/35/45/55/65
  • Reactive now heals for 25% of the damage dealt to minions, decreased from 33%
  • Maximum number of drained units decreased from 3 to 2

 

 

Morgana Final Portrait

 

Buff BoxDark Binding Final IconDark Binding [ Q ]

  • Mana cost decreased from 50/60/70/80/90 to 50/55/60/65/70

 

 

 

Skarner Final Portrait

 

Nerf BoxFracture Final IconFracture [ E ]

  • Slow strength decreased from 45/50/55/60/65% to 30/35/40/45/50%

 

 

Syndra Final Portrait

General Box

  • Mana-per-level increased from 50 to 63

 

 

Twitch Final Portrait

 

Buff BoxAmbush Final IconAmbush [ Q ]

  • Delay until Twitch can stealth while taking damage has been decreased from 6 seconds at all ranks to 4.5

 

 

Veigar Final Portrait

 

Buff BoxBaleful_StrikeBaleful Strike [ Q ]

  • Now additionally grants AP for Champion assists (gives AP for kills only on live)

 

 

Buff BoxDark_MatterDark Matter [ W ]

  • Cooldown now starts at the beginning of the cast, not the end

 

 

 

Zilean Final Portrait

 

Rewind [ W ]Buff Box   Rewind Final Icon

  • Mana cost decreased from 35 at all ranks to 0

 

 

 

Item Changes

 

Nerf BoxDead Mans Plate Final IconDead Man’s Plate

  • Active can no longer trigger while the user is silenced or blinded

 

Nerf BoxDevourer Final IconDevourer Enchantment

  • Now grants 0.67 magic damage on-hit per stack, decreased from 1

 

Nerf BoxSated Devourer Final IconSated Devourer

  • Base magic damage on-hit decreased from 60 to 50

 


Quality of Life Box FinalSterak’s Gage
Steraks Gage Final Icon

  • Tooltip now displays the exact shield value for the user’s current level

 

Buff BoxWarrior Enchantment Final IconWarrior Enchantment

  • AD increased from 40 to 45

 

Nerf BoxZekes Harbinger Final IconZeke’s Harbinger 

  • Armor decreased from 35 to 30

 

 

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

PBE 02 09 Banner

 

[ Reminder ] The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

  • Champion Changes
  • Item Changes

 

Champion Changes

 

Caitlyn Final Portrait

 

Buff BoxYordle Snap Trap Final IconYordle Snap Trap [ W ]

  • Mana cost decreased from 50 to 30
  • Cooldown decreased from 20/17/14/11/8 seconds to 16/14/12/10/8

 

 

Fiora Final Champion Portrait

General Box

  • Health decreased from 662 [+92 per level] to 655 [+85 per level]
  • Base armor decreased from 30.5 to 27.5

 

 

Mordekaiser Final Portrait

 

Change BoxHarvester of Sorrow Final IconHarvester of Sorrow [ W ]

  • Damage from double aura increased from 140/180/220/260/300 [+0.6 AP] to 180/250/320/390/460 [+0.9 AP]
  • Can now be self-cast (can’t do double aura damage but can still be reactivated)
  • Reactivate base damage increased from 50/70/90/110/130 to 70/95/120/145/170
  • Now costs 25/30/35/40/45 Health to cast (0 cost on live)
  • Reactive now heals for 25% of the damage dealt to minions, decreased from 33%

 

 

Twitch Final Portrait

 

Buff BoxAmbush Final IconAmbush [ Q ]

  • Delay until Twitch can stealth while taking damage has been decreased from 6 seconds at all ranks to 4.5

 

 

Zac Final Portrait

 

Nerf BoxElastic Slingshot Final IconElastic Slingshot [ E ]

  • Charge time has been increased from 0.9/1/1.1/1.2/1.3 seconds to 0.9/1.1/1.2/1.4/1.5

 

 

 

Zyra Final Portrait


Quality of Life Box FinalStranglethorns Final IconStranglethorns [ R ]

  • Tooltip now states that the knock-up duration is 1.5 seconds

 

 

 

Item Changes

 

Nerf BoxDevourer Final IconDevourer Enchantment

  • Now grants 0.67 magic damage on-hit per stack, decreased from 1

 

Nerf BoxSated Devourer Final IconSated Devourer

  • Base magic damage on-hit decreased from 60 to 50

 

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

PBE 13 04 banner

 

PBE 13/04

 

[ Reminder ] The PBE is a testing ground for changes. What you see heremay not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.

 

Check out Blood Moon Zilean, Forsaken Jayce, Master Arcanist Ziggs, Risen Fiddlesticks, the updates to ARAM mode, the changes to Black Cleaver and Randuin’s Omen and more here:

PBE 08 04 Reference Banner

 

 

New Summoner Icons

Feast your eyes on this Baron icon or it shall feast on you:

profileIcon839

 

 

New Chroma Packs

The chroma packs for Leona, Blitz and Garen from last week’s PBE update have now been hooked on the client and are available for testing.

 

Classic Blitzcrank

Blitzcrank_8 Blitzcrank_9 Blitzcrank_10

Blitz Chroma 3

Blitz Chroma 1

 

Classic Garen

Garen_7 Garen_8 Garen_9

Garen Chroma 2

Garen Chroma 1

Garen Chroma 3

 

Pool Party Leona

Leona_5 Leona_6 Leona_7

Leona Chroma 3

Leona Chroma 2

Leona Chroma 1

 

 

Champion Changes

 

Bard Final Portrait

  • [ TOOLTIP UPDATE ] Bard’s Caretaker Shrine [ W ] now has an added tooltip that shows how many shrines are currently placed on the map.

 

Bard W

 

 

Dr Mundo Final Portrait

  • [ TOOLTIP UPDATES ] Mundo’s Adrenaline Rush [ Passive ] and Sadism [ R ] now list the exact values of health regenerated, rather than just a percentage.

 

Mundo 1

Mundo 2

 

 

Mordekaiser Final Portrait

 

Creeping Death Final Icon Creeping Death [ W ]

  • When Mordekaiser casts the spell on himself, Creeping Death will try to target the nearest ally champion.

 

 

Nunu Final Portrait

  • Base health pool decreased from 694 to 688

 

Blood Boil Final IconBlood Boil [ W ]

  • When Nunu casts the spell on himself, Blood Boil will try to target the nearest ally champion.

 

 

Ryze Final Portrait

  • Base health pool increased from 581 to 644
  • Health-per-level increased from 75 to 86

 

Rune Prison Final IconRune Prison [ W ]

  • Root duration changed from 1.1/1.2/1.3/1.4/1.5 seconds to 0.75/1.1/1.25/1.5/1.75
  • Cooldown decreased from 17 seconds at all ranks to 14

 

Spell Flux Final IconSpell Flux [ E ]

  • Missile speed decreased from 1800 to 1400

 

[ Note ] Ryze was reworked in a recent PBE update.

 

 

Twitch Final Portrait

 

Spray n Pray Final IconSpray ‘N Pray [ R ]

  • Twitch can now auto-attack buildings while his auto attacks are buffed by his ult

 

 

Item Changes

The changes to Recurve Bow have affected several build paths, which I’ve listed below.

 

Blade of the Ruined King Final Icon Blade of the Ruined King

  • NEW RECIPE: Now builds out of a Recurve Bow [ 900 Gold ] + Bilgewater Cutlass [ 1400 Gold ] + 700 Gold Recipe
  • Recipe cost decreased from 900 Gold to 700

 

Blade of the Ruined King

 

Devourer Enchantment Final IconEnchantment: Devourer

  • Recipe cost decreased from 500 Gold to 300

 

Devourer

 

 Recurve Bow Final IconRecurve Bow

  • NEW RECIPE: Now builds out of two Daggers [ 450 Gold ] + 200 Gold Recipe
  • Now has a new UNIQUE passive: Basic attacks deal an additional 10 physical damage on-hit.

 

Recurve Bow

 

Runaans Hurricane Final IconRunaan’s Hurricane

  • Item cost increased from 2400 Gold to 2500
  • Recipe cost decreased from 600 Gold to 500
  • Now has a new UNIQUE passive: Basic attacks deal an additional 10 physical damage on-hit. (old passive is still there)
  • Damage on old passive is now 0.5 of Total AD, decreased from 10 + 0.5 Total AD (10 on-hit damage was moved from the old passive to the new)

 

Runaan Hurricane

 

Wits End Final IconWit’s End

  • Recipe Cost decreased from 750 to 550

 

Wits End

 

Here’s the list of PBE updates from the Patch 5.8 cycle:

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

Free Champion Rotation January 27 Banner

The following Champions will be free-to-play until January 27th:

 

 

Ashe Final Portrait

Azir Final Portrait

Fiddlesticks Final Portrait

Gnar Final Portrait

Lissandra Final Portrait

Morgana Final Portrait

Shaco Final Portrait

Singed Final Portrait

Sona Final Portrait

Twitch Final Portrait

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.


 

Free Champion Rotation December 2 Banner

The following Champions will be free-to-play until December 2nd:

 

Ahri Final Portrait

Anivia Final Portrait

Jarvan IV Final Portrait

Kog'Maw Final Portrait

Nocturne Final Portrait

Nunu Final Portrait

Shen Final Portrait

Taric Final Portrait

Twitch Final Portrait

Vel'Koz Final Portrait

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.

 

 

Champion Rotation Season 4 Week 33 Banner

 

The following Champions will be free-to-play until September 16th:

 

Free Champions: 09/09 – 16/09

 

Blitzcrank New Portrait

Heimerdinger New Portrait

Jarvan IV New Portrait

Kayle New Portrait

Kennen New Portrait

Miss Fortune New Portrait

Nocturne New Portrait

Shen New Portrait

Twitch New Portrait

Zyra New Portrait

 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.



Champion Skin Sale July 28 Banner

The following Champions and Skins will be 50% off until July 28th:


Champions


  • Ahri – 487 RP
  • Nocturne – 440 RP
  • Twitch – 395 RP


Infernal Alistar – 487 RP


Alistar_6

 

Ironscale Shyvana – 375 RP


Shyvana_1

 

Samurai Yi – 260 RP


MasterYi_4

 

 

If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.



PBE Update July 22 Banner

 

PBE 22/07 Contents:

  • Arcade Sona VFX
  • Champion Changes


Reminder: The PBE is a testing ground for changes. What you see here may not reflect what you see in Patch Notes. Remember that developers want your feedback so if you disagree with a change, you can always submit your thoughts on the PBE Community Forums.


PBE Updates for Patch 4.13 Cycle:


PBE-Update-July-15-Banner PBE-Update-July-17-Banner

PBE-Update-July-16-Banner PBE-Update-July-18-Banner (1)

PBE-Update-July-21-Banner



PBE Arcade Sona VFX


8

5

7

1

2

3

4

6

9

10



PBE Champion Changes


Twitch New Portraits


 


If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at nolchefo@gmail.com.